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<blockquote data-quote="Qwillion" data-source="post: 2186260" data-attributes="member: 14641"><p><strong>Fortresses of Good and Section A's problem</strong></p><p></p><p>On the fortress of good note, In my game, the players are not the only ones to discover the dead titian. There are at least a number of groups equal to my number of players following them in, (these are character driven sub-plots.) It would be great for some villian from thier background to come in and take over the whole fortress of good. This does not even have to be a villian. Your could simply make it a paladin who has different ideas of how things can be done, or it could be a copper dragon who thinks the fortress would make a good lair.</p><p></p><p>Let them have a good idea, let them build it up support it and make it cool, then steal thier good idea right out from under them.</p><p></p><p></p><p></p><p></p><p>Section A :Too many darkmantles, Dire Rats, Rat swarms and Stirges. This is my attempt to replace some of those creatures so as to make for a more entertaining encounter.</p><p></p><p></p><p><strong>Room A15</strong></p><p>Initial Attitude, Encounter Conditions, Treasure, Encounter level and Scaling all remain unchanged. </p><p> </p><p><strong>Encounter:</strong> Replace 2 fiendish darkmantles with 7 fiendish fluttering oozes.</p><p></p><p><strong>Tactics:</strong> 4 oozes on the ceiling (DC 30 to spot), 3 on the floor (DC 15). The three on the floor use Aid another (AC 10) to grant +2 Bonuses to attack rolls while also granting the +2 flanking bonus. (Total +4 to the upper oozes, attack rolls), The upper oozes attempt to wrap itself around a target’s head in an effort to suffocate it’s prey (see suffocation) , except for one ooze on the ceiling who attempts to smother any light source wrapping itself around the light source (see fire resistance), extinguishing any flame and blocking any light source</p><p>If reduced to less than one-half their hit points (or 1/2 are killed) they flee using their confounding appearance to hide once they move around a corner</p><p></p><p></p><p><em><strong>Fiendish Fluttering Ooze (Cave Moth) </strong> </em> </p><p>Tiny Ooze (Extraplanar)</p><p><strong>Hit Dice: </strong> 1d10+0 (5hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> fly 30ft. (Poor)</p><p><strong>Armor Class: </strong> 12 (+2 size), touch 12, flat-footed 12</p><p><strong>Base Attack/Grapple:</strong> +0/-6</p><p><strong>Attack: </strong> Slam +0 melee +2 ranged </p><p><strong>Full Attack: </strong> Slam 1d6-2</p><p><strong>Face/Reach: </strong> 2-1/2 ft./0</p><p><strong>Special Attacks:</strong> Smite Good, Smother</p><p><strong>Special Qualities: </strong> Blindsight 60 ft., confounding appearance, ooze traits, Resistance fire and cold 5, Spell Resistance 6 </p><p><strong>Saves: </strong> Fort +0, Ref +0, Will -5</p><p><strong>Abilities: </strong> Str 6, Dex 11, Con 10, Int 3, Wis 1, Cha 1</p><p><strong>Skills: </strong> Hide+10</p><p><strong>Feats: </strong> Ability Focus (Smother), Improved Grapple (B)</p><p><strong>Environment: </strong> Underground</p><p><strong>Organization:</strong> Flurry (5-10), swarm (11-30)</p><p><strong>Challenge Rating:</strong> 1/4</p><p><strong>Treasure: </strong> None</p><p><strong>Alignment:</strong> Neutral Evil</p><p><strong>Advancement:</strong> 2 HD (tiny); 3HD (Small)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>“A glistening wet patch of stone burst forth fluttering like some hellish moth. It’s translucent form and silent motions combine with the dungeons darkness to confound the sense and make it quite difficult to follow.” </em> </p><p></p><p><strong>Smother (Ex): </strong> fluttering ooze that hits with its slam attack attempts to start a grapple as a free action without provoking an attack of opportunity. If the ooze succeeds at this grapple check, it wraps itself around it’s opponent’s head. On the following round, the opponent must hold its breath or begin taking suffocation damage. The victim may attempt to peel that attached cave moth away with a successful DC 12 strength or Escape artist check: an ally may also attempt a DC 14 Strength check to pull away the creature. </p><p>Damage dealt to fluttering ooze in the process of smothering a victim is split between cave moth and victim (round odd numbers to the ooze.) The save DC is Constitution-based.</p><p></p><p><strong>Confounding Appearance (Ex): </strong> Fluttering Oozes are difficult to see, requiring a DC 15 Spot check to notice one. Even if a creature sees the cave moth, it must then make a second DC 15 Spot check to notice that it is something other than a simple patch of wet stone (if it is resting on a wall or ceiling) or a large moth (if it is flying). </p><p></p><p><strong>Fiendish Fluttering Ooze (Cave Moth) </strong> CR ¼; Tiny Ooze (Extraplanar); HD: 1d10+0; hp: 7, 7, 6, 5, 5, 5, 4; Init: +0; Spd: fly 30ft poor.; AC: 12 (+2 size), touch 12, flat-footed 12; Base Atk+0; Grp-6; Atk: Slam +0 melee (1d3-2); Full Atk: Slam 1d3-2; Sp/Rch: 2-1/2 ft./0; SA: Smite Good, Smother; SQ: Blindsight 60 ft., confounding appearance, ooze traits, Resistance fire and cold 5; SR 6; AL: NE SV: Fort +0, Ref +0, Will –5 Str 6, Dex 11, Con 10, Int 3, Wis 1, Cha 1; </p><p><em>Skills and Feats:</em> hide +10; Ability Focus (Smother), Improved Grapple (B); nge Rating: 0.5</p><p><em>Smother (Ex): </em> fluttering ooze that hits with its slam attack attempts to start a grapple as a free action without provoking an attack of opportunity. If the ooze succeeds at this grapple check, it wraps itself around it’s opponent’s head. On the following round, the opponent must hold its breath or begin taking suffocation damage. The victim may attempt to peel that attached cave moth away with a successful DC 12 strength or Escape artist check: an ally may also attempt a DC 14 Strength check to pull away the creature. </p><p>Damage dealt to fluttering ooze in the process of smothering a victim is split between cave moth and victim (round odd numbers to the ooze.) The save DC is Constitution-based.</p><p><em>Confounding Appearance (Ex): </em> Fluttering Oozes are difficult to see, requiring a DC 15 Spot check to notice one. Even if a creature sees the cave moth, it must then make a second DC 15 Spot check to notice that it is something other than a simple patch of wet stone (if it is resting on a wall or ceiling) or a large moth (if it is flying).</p><p></p><p><strong>Designer notes: </strong> This creature gained an Int 3 when it gained the fiendish template so I gave it skills in hide and a feat, I also took the liberty to add Improved Grapple as a bonus feat. </p><p></p><p><strong>Section 15 Copyright notice. </strong> </p><p>System Reference Document Copyright 2000, Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. </p><p>Creature Collection Copyright 2000, Clark Peterson</p><p>Monster Geographica: Underground Copyright 2004, Expeditious Retreat Press</p></blockquote><p></p>
[QUOTE="Qwillion, post: 2186260, member: 14641"] [b]Fortresses of Good and Section A's problem[/b] On the fortress of good note, In my game, the players are not the only ones to discover the dead titian. There are at least a number of groups equal to my number of players following them in, (these are character driven sub-plots.) It would be great for some villian from thier background to come in and take over the whole fortress of good. This does not even have to be a villian. Your could simply make it a paladin who has different ideas of how things can be done, or it could be a copper dragon who thinks the fortress would make a good lair. Let them have a good idea, let them build it up support it and make it cool, then steal thier good idea right out from under them. Section A :Too many darkmantles, Dire Rats, Rat swarms and Stirges. This is my attempt to replace some of those creatures so as to make for a more entertaining encounter. [B]Room A15[/B] Initial Attitude, Encounter Conditions, Treasure, Encounter level and Scaling all remain unchanged. [B]Encounter:[/B] Replace 2 fiendish darkmantles with 7 fiendish fluttering oozes. [B]Tactics:[/B] 4 oozes on the ceiling (DC 30 to spot), 3 on the floor (DC 15). The three on the floor use Aid another (AC 10) to grant +2 Bonuses to attack rolls while also granting the +2 flanking bonus. (Total +4 to the upper oozes, attack rolls), The upper oozes attempt to wrap itself around a target’s head in an effort to suffocate it’s prey (see suffocation) , except for one ooze on the ceiling who attempts to smother any light source wrapping itself around the light source (see fire resistance), extinguishing any flame and blocking any light source If reduced to less than one-half their hit points (or 1/2 are killed) they flee using their confounding appearance to hide once they move around a corner [I][B]Fiendish Fluttering Ooze (Cave Moth) [/B] [/I] Tiny Ooze (Extraplanar) [B]Hit Dice: [/B] 1d10+0 (5hp) [B]Initiative:[/B] +0 [B]Speed:[/B] fly 30ft. (Poor) [B]Armor Class: [/B] 12 (+2 size), touch 12, flat-footed 12 [B]Base Attack/Grapple:[/B] +0/-6 [B]Attack: [/B] Slam +0 melee +2 ranged [B]Full Attack: [/B] Slam 1d6-2 [B]Face/Reach: [/B] 2-1/2 ft./0 [B]Special Attacks:[/B] Smite Good, Smother [B]Special Qualities: [/B] Blindsight 60 ft., confounding appearance, ooze traits, Resistance fire and cold 5, Spell Resistance 6 [B]Saves: [/B] Fort +0, Ref +0, Will -5 [B]Abilities: [/B] Str 6, Dex 11, Con 10, Int 3, Wis 1, Cha 1 [B]Skills: [/B] Hide+10 [B]Feats: [/B] Ability Focus (Smother), Improved Grapple (B) [B]Environment: [/B] Underground [B]Organization:[/B] Flurry (5-10), swarm (11-30) [B]Challenge Rating:[/B] 1/4 [B]Treasure: [/B] None [B]Alignment:[/B] Neutral Evil [B]Advancement:[/B] 2 HD (tiny); 3HD (Small) [B]Level Adjustment:[/B] - [I]“A glistening wet patch of stone burst forth fluttering like some hellish moth. It’s translucent form and silent motions combine with the dungeons darkness to confound the sense and make it quite difficult to follow.” [/I] [B]Smother (Ex): [/B] fluttering ooze that hits with its slam attack attempts to start a grapple as a free action without provoking an attack of opportunity. If the ooze succeeds at this grapple check, it wraps itself around it’s opponent’s head. On the following round, the opponent must hold its breath or begin taking suffocation damage. The victim may attempt to peel that attached cave moth away with a successful DC 12 strength or Escape artist check: an ally may also attempt a DC 14 Strength check to pull away the creature. Damage dealt to fluttering ooze in the process of smothering a victim is split between cave moth and victim (round odd numbers to the ooze.) The save DC is Constitution-based. [B]Confounding Appearance (Ex): [/B] Fluttering Oozes are difficult to see, requiring a DC 15 Spot check to notice one. Even if a creature sees the cave moth, it must then make a second DC 15 Spot check to notice that it is something other than a simple patch of wet stone (if it is resting on a wall or ceiling) or a large moth (if it is flying). [B]Fiendish Fluttering Ooze (Cave Moth) [/B] CR ¼; Tiny Ooze (Extraplanar); HD: 1d10+0; hp: 7, 7, 6, 5, 5, 5, 4; Init: +0; Spd: fly 30ft poor.; AC: 12 (+2 size), touch 12, flat-footed 12; Base Atk+0; Grp-6; Atk: Slam +0 melee (1d3-2); Full Atk: Slam 1d3-2; Sp/Rch: 2-1/2 ft./0; SA: Smite Good, Smother; SQ: Blindsight 60 ft., confounding appearance, ooze traits, Resistance fire and cold 5; SR 6; AL: NE SV: Fort +0, Ref +0, Will –5 Str 6, Dex 11, Con 10, Int 3, Wis 1, Cha 1; [I]Skills and Feats:[/I] hide +10; Ability Focus (Smother), Improved Grapple (B); nge Rating: 0.5 [I]Smother (Ex): [/I] fluttering ooze that hits with its slam attack attempts to start a grapple as a free action without provoking an attack of opportunity. If the ooze succeeds at this grapple check, it wraps itself around it’s opponent’s head. On the following round, the opponent must hold its breath or begin taking suffocation damage. The victim may attempt to peel that attached cave moth away with a successful DC 12 strength or Escape artist check: an ally may also attempt a DC 14 Strength check to pull away the creature. Damage dealt to fluttering ooze in the process of smothering a victim is split between cave moth and victim (round odd numbers to the ooze.) The save DC is Constitution-based. [I]Confounding Appearance (Ex): [/I] Fluttering Oozes are difficult to see, requiring a DC 15 Spot check to notice one. Even if a creature sees the cave moth, it must then make a second DC 15 Spot check to notice that it is something other than a simple patch of wet stone (if it is resting on a wall or ceiling) or a large moth (if it is flying). [B]Designer notes: [/B] This creature gained an Int 3 when it gained the fiendish template so I gave it skills in hide and a feat, I also took the liberty to add Improved Grapple as a bonus feat. [B]Section 15 Copyright notice. [/B] System Reference Document Copyright 2000, Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Creature Collection Copyright 2000, Clark Peterson Monster Geographica: Underground Copyright 2004, Expeditious Retreat Press [/QUOTE]
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